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Tournaments will be found in rounds. The top scoring fighter/s from each round will advance onto the next. Emphasis is on accumulation of points, rather than winning individual fights.

This rewards quality high scoring clean hits and discourages doubles/afterblows.

FightCamp Standard Rules

Bouts will consist of 5 exchanges.

An exchange is where one or both people score a hit, and time for an afterblow is allowed.

An afterblow will be determined by a single foot movement.

FightCamp Tournament Scoring

Each time an exchange is concluded, it will be scored as one of the following in the Eggleton Cup, Assault at Arms, Feder and Steel Sabre:

4 points for a clean cut or thrust to the head or neck

4 points for a thrust to the torso

3 points for any other clean hit

3 points for strike to the face with a hilt, only if given cleanly.

For an afterblow, the person who hit first is awarded as above, but -2 points. (EXAMPLE – clean thrust then afterblow = 4 – 2 = 2.) The person who hit second gets 0 points.

0 points for double hits

Rapier Scoring Variation:

4 points for a clean thrust to head or torso

3 points for a thrust anywhere else

3 points for a clean cut made with the centre 50% of the blade, or a clear push/pull

For an afterblow, the person who hit first is awarded as above, but -2 points. (EXAMPLE – clean thrust then afterblow = 4 – 2 = 2.) The person who hit second gets 0 points.

0 points for double hits

Fighters will have 5 exchanges to accumulate as many points as possible, to a maximum potential points of 20.

Disarms do not score, but a hit delivered after a disarm will.

Strikes with the body and wrestling do not score points in themselves, but may be used to facilitate scoring a strike with the weapon. Corp-a-corps is expected to be carried out in a controlled way and not with the intention of causing a real injury.

No score is gained by forcing an opponent out of the ring, but if a fighter repeatedly runs out of the ring themselves the referees may award points against them.

FightCamp Pools

In the pools fighters will be arranged into groups. They will have to fight every other member of the group once.

Advancement to the next stage will be decided by the participant of each pool with the largest accumulated point score.

Dependant upon the number of entrants, fighters coming second in their pool may advance to the next stage.

Final Rounds

Pool fighters will go on to fight in subsequent ‘Finals Pools”. Then in the final round there will be 3 fighters. Point accumulation will decide Gold, Silver and Bronze placements.

FightCamp Melee Rules

In the FightCamp Melee Tournament fighters will declare hits on themselves, so honourable conduct is essential.

The tournament is intended to be fair as well as fun.

If people do not declare hits then the tournament will not work. Repeated failure to declare will be punished with disqualification.

Teams of five fighters will use an assortment of medieval weapon simulators.

The weapon selection puts the fight in a medieval context and represents the sort of weapons that an unarmored group of skirmishers or rioters might have had in the 14th to 16th centuries.

Weapons

Any number of fighters with either:

Longsword

Arming Sword and Buckler

Arming Sword

Fighters must provide their own hema shop nylon weapons and protective clothing. Spears and shields will be provided by Fightcamp.

Fighting In the Melee

Fighters may not exchange weapons between team members during a fight. When someone is killed they must take their weapons with them.

Each match between two teams will consist of a series of bouts.

Each bout lasts until all the fighters on one team are out.

Points are denoted by the number of fighters left in play at the end of the bout.

The first team to score 6 points in total wins the match.

The competition is run by direct elimination – if you lose a match then you are out of the competition.

The following rules apply during the Melee:

No wrestling or strikes apart from with the weapon count.

All cuts and thrusts count with swords, only thrusts count with spears

Pommel/hilt strikes are not counted unless confirmed by a judge

No throwing weapons is allowed

No striking with the shield edge is allowed.

A fighter receiving a hit and being out will exit the marked arena immediately by the shortest route possible, whilst holding their weapons and hands above their heads.

If a fighter drops their weapon they are deemed out.

Fighters must use restraint when hitting in the back or when an opens has fallen

Fighters must use restraint when outnumbering/outnumbered

One weapon hit anywhere on the body including extremities knocks a fighter out.

Double hits result in both fighters going out. Afterblows count if given with one step

If the competitor’s feet leave the rectangular marked arena then they are dead

If the judges call halt, all fighters must freeze exactly are

Melee Judging

It is important that there is minimal interruption to a team fight. The following judging pointers will be applied:

Fighters call their own hits

Fighters repeatedly not declaring their hits will be removed from the match. Video footage may be consulted.

A number of line judges will be used in addition to one main referee

Line judges can tap a fighter on the head three times with their long stick to say that they are out, if they feel the fighter has not taken a hit